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Tutorials RSS feed - Mod DBSubscribe to the Mod DB tutorial feed, and get the latest updates as they are posted.en-usFri, 09 Dec 2016 15:52:57 +0000Copyright 2016, DBolical Pty LtdArticles180Tutorials RSS feed - Mod DBhttp://static.moddb.com/cutoff/images/logos/rss.pnghttp://www.moddb.com/tutorials
12090Arkham City Graphics Mod Installation Guidehttp://www.moddb.com/mods/batman-arkham-city-overhaul-w-texture-pack/tutorials/arkham-city-graphics-mod-installation-guide
Fri, 18 Nov 2016 22:03:00 +0000articles224453This guide will assist you in getting the optimal graphical experience in arkham city. Your experience is priority.]]>Arkham City Graphics Mod Installation GuideThis guide will assist you in getting the optimal graphical experience in arkham city. Your experience is priority.Finishing up your new shiphttp://www.moddb.com/games/starpoint-gemini-warlords/tutorials/finishing-up-your-new-ship
Sat, 12 Nov 2016 18:19:00 +0000articles224100Once you have your new ship model imported, it's time to finish it up and make it shine with the remaining thruster effects, shields and turret hardpoints. This tutorial will show you how.]]>Finishing up your new shipOnce you have your new ship model imported, it's time to finish it up and make it shine with the remaining thruster effects, shields and turret hardpoints. This tutorial will show you how.Creating a modhttp://www.moddb.com/games/starpoint-gemini-warlords/tutorials/creating-a-mod1
Mon, 07 Nov 2016 09:23:59 +0000articles223813Every mod has to start somehow. This tutorial explains the basics of how mods are created, packaged and used in SG Warlords.]]>Creating a modEvery mod has to start somehow. This tutorial explains the basics of how mods are created, packaged and used in SG Warlords.Mission Walkthroughshttp://www.moddb.com/mods/rebel-ops-campaign/tutorials/mission-walkthroughs
Mon, 17 Oct 2016 23:55:00 +0000articles222555A Youtube playlist of mission walkthroughs. Warning: spoilers!]]>Mission WalkthroughsA Youtube playlist of mission walkthroughs. Warning: spoilers!Sana's Game Play Videoshttp://www.moddb.com/engines/smile-game-builder/tutorials/sanas-game-play-videos
Mon, 03 Oct 2016 07:29:00 +0000articles221673These are summaries of my videos on SMILE GAME BUILDER. I've started out game plays but now it's more like tutorials. And I'm continuously working on making videos. :-D]]>Sana's Game Play VideosThese are summaries of my videos on SMILE GAME BUILDER. I've started out game plays but now it's more like tutorials. And I'm continuously working on making videos. :-DFirst Look: Flat Earth Map in the Closed Betahttp://www.moddb.com/games/firmament-wars/tutorials/first-look-flat-earth-map-in-the-closed-beta
Sat, 01 Oct 2016 02:00:00 +0000articles221561A four-player demo of Firmament Wars in the closed beta. We play a friendly game on the flat earth map to see what gameplay adjustments are needed.]]>First Look: Flat Earth Map in the Closed BetaA four-player demo of Firmament Wars in the closed beta. We play a friendly game on the flat earth map to see what gameplay adjustments are needed.Splinter Cell Ultimate Graphics Settings (Includes Indirect Fixes to Common Problems)http://www.moddb.com/games/tom-clancys-splinter-cell/tutorials/splinter-cell-ultimate-graphics-settings-includes-indirect-fixes
Thu, 29 Sep 2016 06:28:00 +0000articles221451 FXAA support, anisotropic filtering, vsync, high resolution textures in well defined areas, almost fully funcational shadow buffer support (light volumes look more like the ones used in projector mode) and fixed widescreen support for resolutions that even include 4k.]]>Splinter Cell Ultimate Graphics Settings (Includes Indirect Fixes to Common Problems) FXAA support, anisotropic filtering, vsync, high resolution textures in well defined areas, almost fully funcational shadow buffer support (light volumes look more like the ones used in projector mode) and fixed widescreen support for resolutions that even include 4k.Dev Blog #4 – Bottom-up Game Designhttp://www.moddb.com/games/lake-ridden/tutorials/dev-blog-4-bottom-up-game-design
Tue, 27 Sep 2016 12:13:00 +0000articles221359Here's some handy tips on how to approach bottom-up game design, using examples from our upcoming game Lake Ridden, written by Johan, our creative director and former Mojang employee!]]>Dev Blog #4 – Bottom-up Game DesignHere's some handy tips on how to approach bottom-up game design, using examples from our upcoming game Lake Ridden, written by Johan, our creative director and former Mojang employee!Custom AABB collision boxes for an entityhttp://www.moddb.com/mods/bleachzanpakutousenshi/tutorials/custom-aabb-collision-boxes-for-an-entity
Sun, 25 Sep 2016 00:07:41 +0000articles221200How do you use the existing AABB collision system in Half-Life to provide a more precise collision model of an object? You simply fill it with smaller objects! Read on for more details.]]>Custom AABB collision boxes for an entityHow do you use the existing AABB collision system in Half-Life to provide a more precise collision model of an object? You simply fill it with smaller objects! Read on for more details.Completing the development of your gamehttp://www.moddb.com/games/control-shift/tutorials/completing-the-development-of-your-game-part-1-of-3-the-big-picture
Sat, 17 Sep 2016 13:44:00 +0000articles220271Finishing the development of a game isn't an easy thing to do. There's a lot to do, there's little time, and it's not easy to know when to decide that the game is finished. This is Part 1 of 3 of a series where I discuss the topic, starting with the "Big Picture" of what a finished game should look like. As a new comer to the indie scene, I've been challenged with some real, difficult problems and somehow managed to overcome some of them - and I'd like to share what I've learned in the process!]]>Completing the development of your gameFinishing the development of a game isn't an easy thing to do. There's a lot to do, there's little time, and it's not easy to know when to decide that the game is finished. This is Part 1 of 3 of a series where I discuss the topic, starting with the "Big Picture" of what a finished game should look like. As a new comer to the indie scene, I've been challenged with some real, difficult problems and somehow managed to overcome some of them - and I'd like to share what I've learned in the process!